/Engine/Source/Runtime/Engine/Classes/Components/ForceFeedbackComponent.h
ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it
class UForceFeedbackComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)
FForceFeedbackA...
AttenuationOverrides
If bOverrideSettings is true, the attenuation properties to use for effects generated by this component
TObjectPtr< cla...
AttenuationSettings
If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component
uint8: 1
bAutoDestroy
Auto destroy this component on completion
uint8: 1
bIgnoreTimeDilation
Should the playback of the forcefeedback pattern ignore time dilation and use the app's delta time
uint8: 1
bLooping
uint8: 1
bOverrideAttenuation
Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties
uint8: 1
bStopWhenOwnerDestroyed
Stop effect when owner is destroyed
TObjectPtr<UFo...
ForceFeedbackEffect
The feedback effect to be played
float
IntensityMultiplier
The intensity multiplier to apply to effects generated by this component
FOnForceFeedbac...
OnForceFeedbackFinished
Called when we finish playing audio, either because it played to completion or because aStop()call turned it off early